

#ifndef __C_OCT_TREE_SCENE_NODE_H_INCLUDED__
#define __C_OCT_TREE_SCENE_NODE_H_INCLUDED__

#include "ISceneNode.h"
#include "IMesh.h"
#include "OctTree.h"

namespace irr
{
    namespace scene
    {
        //! implementation of the IBspTreeSceneNode
        class COctTreeSceneNode : public ISceneNode
        {
        public:

            //! constructor
            COctTreeSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id, 
                s32 minimalPolysPerNode=128);

            //! destructor
            virtual ~COctTreeSceneNode();

            virtual void OnPreRender();

            //! renders the node.
            virtual void render();

            //! returns the axis aligned bounding box of this node
            virtual const core::aabbox3d<f32>& getBoundingBox() const;

            //! creates the tree
            bool createTree(IMesh* mesh);

            //! returns the material based on the zero based index i. To get the amount
            //! of materials used by this scene node, use getMaterialCount().
            //! This function is needed for inserting the node into the scene hirachy on a
            //! optimal position for minimizing renderstate changes, but can also be used
            //! to directly modify the material of a scene node.
            virtual video::SMaterial& getMaterial(s32 i);

            //! returns amount of materials used by this scene node.
            virtual s32 getMaterialCount();

            //! Returns type of the scene node
            virtual ESCENE_NODE_TYPE getType() { return ESNT_OCT_TREE; }

        private:

            core::aabbox3d<f32> Box;

            OctTree<video::S3DVertex>* StdOctTree;
            core::array< OctTree<video::S3DVertex>::SMeshChunk > StdMeshes;

            OctTree<video::S3DVertex2TCoords>* LightMapOctTree;
            core::array< OctTree<video::S3DVertex2TCoords>::SMeshChunk > LightMapMeshes;

            video::E_VERTEX_TYPE vertexType;
            core::array< video::SMaterial > Materials;

            s32 MinimalPolysPerNode;
            s32 PassCount;
        };

    } // end namespace scene
} // end namespace irr

#endif

